We have a new contender in our campaign; Joe (@Laundry_King if you do the Twitter thing) joins us by way of the Malifaux gaming group and has picked Lizardmen. Actually, I think that he was brought back to Warhammer Fantasy Battle by the new Lizardmen book, remembered that we played it, and found a happy coincidence that we were just about to start an escalation campaign. My list is as noted previously, but for convenience, here it is again.
Miss Madras, Firebelly, additional hand weapon (FB)
Heidi’s lasses, 5 Ironguts, musician (IG)
Helga’s lasses, 3 Leadbelchers (LB)
Blackcat Bone, Sabretusk (ST)
Joe seems to have based his army on the theme of ‘miniatures he owns’ which leaves me facing down a cloud of Skinks with a very chewy centre of Saurus Warriors.
Skink Chief, Enchanted Shield, javelin, light armour (C)
Skink Priest, Lore of Beasts (P)
2 x 10 Skink Cohort (SC1 and SC2)
13 Skink Skirmishers (SS)
15 Saurus Warriors, full command (SW)
Terrain rolls give us two normal buildings, a Grail Chapel in the centre and some Blazing Barricades in the South East. The Firebelly takes one look at all the small, annoying, toughness 2 units around and chooses to take Fireball; the Priest swaps Pann’s Impenetrable Pelt for Wyssan’s Wildform. A good choice, as strength and toughness 5 on Saurus will make them rather brutal. The Lizardmen win first turn and take it.
Everyone rushes forward, though the Chief bravely orders his cohort of Skinks to ‘support’ the other one from behind. The Priest pulls 3,2 magic dice and I’m unable to stop him putting a boosted Wildform on the Saurus Warriors.
My Sabretusk gets the scent of a toughness 2 character dead ahead and I am unable to resist charging at the Skink Priest. Fortuitously, the Blazing Barricades provide cover at exactly the right point which stops the possibility of a poisonous stand-and-shoot reaction and indeed Blackcat Bone gets there unharmed. The other units move forward, not in a rush to have anything to do with those Saurus. We get another 3,2 magic phase and the Firebelly puts a mid-sized Fireball into the nearest Skink Cohort killing 4 of them; the Leadbelchers take another. Combat goes better than my wildest dreams; the Priest is eaten by the Sabretusk and the rest of the Skinks are unable to deal with it before fleeing and being run down. This is probably the perfect situation for using Sabretusks to do something other than redirect and die – toughness 2 means I wound the Priest on 2s, the Skinks are skirmishers so they aren’t steadfast or bringing a rank bonus. All the Sabretusk has to do is live through the barrage on the way in.
To my concern, the Saurus Warriors declare a charge on the Ironguts. I hadn’t even considered the possibility that they could get in from so far away and I’m pretty worried about how powerful they are after looking at all the rules. The Saurus need an 11… and the dice come up a 10. We all let out a sigh of disappointment, perhaps with a side order of relief in my case. The small unit of Skinks moves into the Grail Chapel and the Chief’s Cohort moves up behind. The Skinks then unleash a veritable hail of poison javelins at the Leadbelchers killing two outright from the 16 shots they have available! Fortunately for me, the survivor and Firebelly hold.
I can see I’m outmatched in shooting here, so the Leadbelcher and Firebelly charge the Chapel and the Ironguts charge the Chief and his buddies; both units take a wound from stand and shoot reactions. The Skinks in the building are killed easily, and the Ironguts make short work of the Chief, smiting him and most of his Cohort. The remaining Skinks flee and I try to restrain to face the incoming Saurus but the Ironguts are having none of that, lumbering a ponderous 3″ after them. Still, at least it takes them out of the Saurus Warriors’ charge arc.
I’m expecting the Saurus to charge into the Grail Chapel, but apparently Joe isn’t keen to try his luck on another long charge. Instead the Saurus move up to make sure of landing the charge on the Ironguts next turn; the Skinks fail to rally of course.
The Ironguts and Sabretusk line up on the Saurus Warriors and the Firebelly leaves the Chapel. I need a decent Fireball and breath weapon to get the Saurus down to a manageable level. It’s a big phase with 3,3 magic dice so I go for it with the big Fireball. Disappointingly, it only kills off 4 Saurus Warriors, but that’s enough to force a panic check, which they fail despite being Cold Blooded. The Leadbelcher chips in another couple but that’s pretty much it now for the Lizardmen.
The Saurus rally, the Skinks don’t.
The Ironguts charge into the Saurus, take a few wounds then kill a satisfying number of the Lizardmen. The survivors flee but not far enough; we’re eating lizards tonight ladies. Victory for the Ogre Kingdoms!
It was a good game, and I was happy to get a shot against the new Lizardmen. However, I think that Joe’s inexperience showed a few times: putting the Skink Priest too far forward and out of range of the Chief was a mistake as even without the lucky Sabretusk guided missile attack a single good Fireball could have panicked the unit out of the game. I would have gone for it with the Saurus Warriors against the Firebelly and Leadbelcher too as even a failed charge would have achieved the goal of getting the right facing.